Apramana Bat
Apramana Bat — The Encounter
Wingborne hunger that drops from a cavern's dark ceiling · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Apramana Bat
The apramana bats nest in the lightless throats of mountain caves, where the air itself seems to drink sound. Folk of the high passes know them by the cold that rolls down the slope an hour before nightfall, and by the silence of every other living thing. They hunt in folded dark, dropping from ceilings no torch can reach, and a single one can empty a shepherd's pen between two breaths. Where they roost, the walls are slick with old ice that never melts, for the creatures carry winter in their bite and leave their prey withered and grey. Scholars debate whether they are true beasts or lesser things crept up from the Abyss and forgotten there; the bats answer neither question, having no tongue for it. They understand the curses screamed at them. They simply do not care, and they return the next night, and the night after, until the pasture is bare.
Run Apramana Bat in Sixty Seconds
- It is a flyer, run it as one. Keep the bat 30+ feet up between turns; dive in, Multiattack, climb back out so melee PCs waste turns chasing it.
- Open with Pounce from Above. Move 20+ ft. straight at the squishiest target, claw to knock prone (DC matches tier), then the free bonus-action bite. That's your alpha strike.
- Kill-priority for the DM: the backline. Echo Sense and blindsight mean darkness and invisibility don't save the casters - it hunts whoever is alone and undefended.
- When bloodied, it goes erratic. Lean on Erratic Flight (ranged hits deal minimum dice) and kite full-time; it stops trading blows and only swoops for the kill.
- Three ways to run it: (1) lone ambush dropping from a cave roof, (2) the flying half of a boss fight - pair it with a ground brute, (3) a pack of two or three trading dives at tier 3.
Apramana Bat
Medium monstrosity, chaotic evil
CR 6 · 2,300 XP · GUIDELINEEcho Sense. The bat can't use its blindsight while deafened. It has advantage on Wisdom (Perception) checks that rely on hearing.
Pounce from Above. Signature. If the bat moves at least 20 feet straight toward a creature using its fly speed and hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is knocked prone, the bat can immediately make one bite attack against it as a bonus action.
Erratic Flight. When the bat is hit by a ranged attack while flying, it can change its facing and dart aside; the attack deals minimum damage on its damage dice.
Actions
Multiattack. The bat makes two claw attacks and one bite attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) necrotic damage as the bat drains its warmth.
Bonus Actions & Reactions
Drop and Snatch. Reaction (when a creature within 5 ft. moves away without disengaging): The bat makes one claw attack against that creature.
A lean, bronze-skinned demon-bat hangs in mid-lunge, immense leathery wings flared and hooked talons spread, its fanged face twisted into a feral shriek mid-dive.
Apramana Bat, Bound
Companion · acts on your initiative
Bound · GUIDELINERoost-Shriek (signature). Once per short rest, Apramana Bat looses a piercing cry. Each enemy within 20 feet that can hear it must succeed on a DC 14 Constitution save or be deafened until the end of its next turn.
Actions
Rake. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.
Reactions
Wing Veil. When an ally within 5 ft. is targeted by an attack, Apramana Bat spreads a wing; the attacker has disadvantage on that attack roll.
A smaller, half-tamed apramana that wheels above its keeper, screeching warnings and diving on anyone who closes in.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by diving from the cavern ceiling on the softest target with Pounce from Above to knock it prone and bite. Keep it airborne and out of melee reach; let it harry casters at the back. Pair it with a ground brute so the party can't focus the flyer down.
This is an ADD-ON skirmisher, not a boss: pair it with a bigger threat. Open with a Pounce from Above dive to prone-and-bite the most exposed PC, then full Multiattack. Use the fly speed and Drop and Snatch reaction to punish anyone who runs; retreat upward and re-dive each round so melee PCs can't pin it.
Run a swarm of two or three as the flying arm of a larger encounter. Each opens with a dive on a different backline target to spread the prone effect, then they kite in rotation. Kill-priority for the party is whichever bat is currently grounded; if none are bloodied yet, they will simply keep diving.
Put Apramana Bat on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Apramana Bat?
Its native build is CR 6 (2,300 XP), a tier-2 skirmisher. Scaled stat blocks are provided for tier 1 (~CR 2) and tier 3 (~CR 11) so it can drop into any party level.
Can Apramana Bat be a companion or ally?
Yes. Use the Vesperkin, Bound companion block (AC 15, 71 HP) for a smaller half-tamed apramana that screeches warnings, rakes foes, and veils allies with its wing. It fits a beastmaster, a cave hermit, or a demon-touched NPC.
Is the bat a true beast or a fiend?
Statted as a Medium monstrosity - it reads as a feral abyssal predator rather than a spellcasting fiend. It understands Abyssal but cannot speak, and its necrotic bite hints at otherworldly origin without giving it fiend resistances.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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